In 2018, Creative Assembly’s Total War: Rome II was updated to include
playable female characters, and this update triggered a huge backlash and wave
of review-bombing. Some players objected to the update on the grounds of
historical inaccuracy, an objection that Creative Assembly. When challenged
about what a certain section of the gaming community perceived to be
‘historical inaccuracy’, the company argued that the game was intended to be
historically authentic, not historically accurate, and that, in any case,
female generals would only spawn under certain very specific circumstances.
Yet, as a number of ancient historians pointed out on social media, and a
number of games journalists picked up and included in their coverage of the
fracas, this in itself was historically inaccurate because there are numerous
examples from ancient Graeco-Roman history of female involvement in martial
activity, ranging all the way from the individual combatant to the general and/or
admiral, examples which are not confined to mythology (e.g. the Amazons, the
goddess Athena/Minerva etc.).
Women make up half of all gamers and female participation in gaming
increases with age. With the notable
exception of Christian Rollinger’s recently published Classical Antiquity in
Video Games: Playing with the Ancient World (2020), to date video games have
been understudied in Classics, Ancient History, and Archaeology, and the role
of women in these video games even more so. Consequently, the subject of women
in historical and archaeological video games is an untapped resource, and the
aim of this edited volume is to contribute both to Reception Studies, and to
Video Game Studies, and provide a more comprehensive and more nuanced treatment
of women in historical and archaeological video games than has so far been
available.
The volume will examine the following issues: How are women
portrayed in historical and/or archaeological video games? Why are they
portrayed in these ways? Are these portrayals authentic and/or accurate? Does
this authenticity/accuracy matter? What do female characters allow a video game
to do that male ones don’t? What types of stories do these video games tell
using their female characters? The volume’s scope includes video games set in
historical periods (e.g. the Assassin’s Creed franchise), video games that are
not set in the past but incorporate aspects of historical or archaeological
activity (e.g. the Tomb Raider franchise), and video games with fantasy or
science fiction settings that include some aspect of classical reception.
Additionally, the volume will contain case studies focused on individual female
characters of all kinds, both playable and non-playable. Bloomsbury has already
expressed an interest in publishing the volume as part of the Imagines:
Classical Receptions in the Visual and Performing Arts series.
People interested in contributing to the volume are asked to submit a
500-word abstract and selective bibliography. If your abstract is accepted, you
will be invited to submit a first draft which will be subjected to collective
peer review by other contributors, with chapters disseminated between
contributors for both individual and group discussion, and you will then revise
it based on their recommendations. We are exploring the possibility of
organising a workshop to discuss submissions that takes place entirely online.
All initial communication will take place online over email and/or via Skype,
Zoom or an equivalent platform.
While the scope of the edited volume will be focused primarily upon
Graeco-Roman antiquity, there are no firm chronological or geographical
parameters in place, and diverse approaches to the material (e.g.
interdisciplinary approaches; multidisciplinary approaches; the incorporation of
gender studies, queer studies, disability studies etc.) are welcome and
encouraged. Early career researchers (including PhD students) are particularly
encouraged to apply.
Women make up half of all gamers and female participation in gaming
increases with age. Yet the role of women in historical or archaeological video
games has been significantly understudied. The proposed volume will address
this gap in the field and provide a more comprehensive and more nuanced
treatment of women in historical and archaeological video games than has so far
been available.
Abstracts for proposed submissions are invited on topics such as:
- How are women portrayed in historical and/or archaeological video games?
- Why are they portrayed in these ways?
- Are these portrayals authentic and/or accurate? Does this authenticity/accuracy matter?
- What do female characters allow a video game to do that male ones don’t?
- What types of stories do historical or archaeological video games tell using their female characters?
Abstracts and any questions should be sent to Dr Jane Draycott by Friday
29th May 2020. For more detail on the volume’s aims and principles, and for a
full timeline for submissions see below.
Timetable:
Given the current circumstances, requests for alternative deadlines or
schedules during the writing period will be considered very sympathetically.
Deadline for submission of abstracts: Friday 29th May 2020.
Applicants informed of outcome: Friday 19th June 2020.
Deadline for submission of first draft chapters: Friday 28th August
2020.
Peer reviewed chapters returned to contributors with feedback and
recommendations for revisions: Autumn/Winter 2020.
Deadline for submission of revised chapters: Spring/Summer 2021.
The volume will then be submitted to Bloomsbury.
Contact:
For more information, or to submit an abstract, please email Dr Jane Draycott at the University of Glasgow at Jane.Draycott@Glasgow.ac.uk.
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